
This package provides a flexible system for rendering large numbers of meshes in Unity using GPU instancing. This is a ready-to-drop solution for a rendering manager for your project.The GPU instancing system supports multiple mesh-material groups and leverages Graphics.DrawMeshInstanced() to render hundreds or thousands of instances efficiently. The code is clean, well-documented, and designed to be easily extended or integrated with your existing workflow. All transforms are randomly placed in 3D space for demonstration purposes, and each system can be customized to fit different genres or project needs. It was implemented in URP but should work with any pipeline with minimal effort.Full implementation of a GPU instancing system using Graphics.DrawMeshInstancedSupports multiple mesh/material groupsIncludes a non-instanced rendering system using MeshRenderer and MeshFilterRuntime transform generation for easy visualizationEasily customizable and extensible architectureUnity-native: works with URP and Built-in RPFully documented with summaries and code comments